scholarly journals Design and Development of a Low-cost Device for Weight and Center of Gravity Simulation in Virtual Reality

2021 ◽  
Author(s):  
Diego Monteiro ◽  
Hai-Ning Liang ◽  
Xian Wang ◽  
Wenge Xu ◽  
Huawei Tu
Author(s):  
Eder Govea ◽  
Hugo I. Medellín-Castillo

Virtual Reality (VR) is one of the areas of knowledge that have taken advantage of the computer technological development and scientific visualization. It has been used in different applications such as engineering, medicine, education, entertainment, astronomy, archaeology and arts. A main issue of VR and computer assisted applications is the design and development of the virtual environment, which comprises the virtual objects. Thus, the process of designing virtual environment requires the modelling of the virtual scene and virtual objects, including their geometry and surface characteristics such as colours, textures, etc. This research work presents a new methodology to develop low-cost and high quality virtual environments and scenarios for biomechanics, biomedical and engineering applications. The proposed methodology is based on open-source software. Four case studies corresponding to two applications in medicine and two applications in engineering are presented. The results show that the virtual environments developed for these applications are realistic and similar to the real environments. When comparing these virtual reality scenarios with pictures of the actual devices, it can be observed that the appearance of the virtual scenarios is very good. In particular the use of textures greatly helps in assessing specific features such as simulation of bone or metal. Thus, the usability of the proposed methodology for developing virtual reality applications in biomedical and engineering is proved. It is important to mention that the quality of the virtual environment will also depend on the 3D modelling skills of the VR designer.


2010 ◽  
Vol 1 (1) ◽  
pp. 93 ◽  
Author(s):  
Julián Flores ◽  
Antonio Otero ◽  
Eduardo Mallo ◽  
Rubén Arenas

<p>Over the past decade, projection based immersive virtual reality systems have increased in popularity. These kinds of systems and their applications left the laboratories and universities and became widely used in museums, schools, and other exhibition spaces. This trend has taken place largely due to vast improvements in the performance of projectors, CPU’s, and PC graphics cards at progressively lower costs. In this paper we present two of the most significant projects from the MAR group of University Santiago de Compostela in the design and development of low cost immersive virtual reality systems, in use at museums and public spaces.</p>


Sensors ◽  
2021 ◽  
Vol 21 (11) ◽  
pp. 3817
Author(s):  
Nicholas Wei-Jie Goh ◽  
Jun-Jie Poh ◽  
Joshua Yi Yeo ◽  
Benjamin Jun-Jie Aw ◽  
Szu Cheng Lai ◽  
...  

Fever is a common symptom of many infections, e.g., in the ongoing COVID-19 pandemic, keeping monitoring devices such as thermometers in constant demand. Recent technological advancements have made infrared (IR) thermometers the choice for contactless screening of multiple individuals. Yet, even so, the measurement accuracy of such thermometers is affected by many factors including the distance from the volunteers’ forehead, impurities (such as sweat), and the location measured on the volunteers’ forehead. To overcome these factors, we describe the assembly of an Arduino-based digital IR thermometer with distance correction using the MLX90614 IR thermometer and HC-SR04 ultrasonic sensors. Coupled with some analysis of these factors, we also found ways to programme compensation methods for the final assembled digital IR thermometer to provide more accurate readings and measurements.


Author(s):  
Wilver Auccahuasi ◽  
Mónica Diaz ◽  
Fernando Sernaque ◽  
Edward Flores ◽  
Justiniano Aybar ◽  
...  

2015 ◽  
Vol 24 (4) ◽  
pp. 298-321 ◽  
Author(s):  
Ernesto de la Rubia ◽  
Antonio Diaz-Estrella

Virtual reality has become a promising field in recent decades, and its potential now seems clearer than ever. With the development of handheld devices and wireless technologies, interest in virtual reality is also increasing. Therefore, there is an accompanying interest in inertial sensors, which can provide such advantages as small size and low cost. Such sensors can also operate wirelessly and be used in an increasing number of interactive applications. An example related to virtual reality is the ability to move naturally through virtual environments. This is the objective of the real-walking navigation technique, for which a number of advantages have previously been reported in terms of presence, object searching, and collision, among other concerns. In this article, we address the use of foot-mounted inertial sensors to achieve real-walking navigation in a wireless virtual reality system. First, an overall description of the problem is presented. Then, specific difficulties are identified, and a corresponding technique is proposed to overcome each: tracking of foot movements; determination of the user’s position; percentage estimation of the gait cycle, including oscillating movements of the head; stabilization of the velocity of the point of view; and synchronization of head and body yaw angles. Finally, a preliminary evaluation of the system is conducted in which data and comments from participants were collected.


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